|Evelyn, Human Wizard|
I wanted to take a minute to talk about Wizards and magic spells in The Hero's Journey 2e. They do find their basis in the traditional spellcasters depicted above, but there are significant and important changes. First and foremost, a Wizard either knows a spell or does not know a spell. End of story. It's not memorized, nor does it require a book from which it must be prepared. Instead, a Wizard is limited in the number of spells they can cast each day before needing to rest - at least in most cases.
The spells that a wizard casts are also different from traditional fantasy RPGs, though many elements are familiar. As an example, this is the spell known as Errant Pilgrim.
When a character casts Errant Pilgrim, they choose one of the three effects described above at the time they cast the spell. So, even if Errant Pilgrim is the only spell they know, there is still flexibility in that single spell. Each spell in The Hero's Journey 2e is linked thematically. Errant Pilgrim has obvious nature themes, particularly those that relate to travel and observation. Stand Against the Adversary is themed around protection from and the defeat of evil foes. Breathed in Silver is centered around illusion and fey enchantment. By binding the spells in this thematic fashion, it allows players to create a character who's Archetype is Wizard, but select spells to give them a more thematic flavor without creating additional Archetypes. So if you want to play a nature-focused Wizard who calls themselves a druid, you might select Errant Pilgrim, Harkening of the High Hawk, and Friend of Birch and Beast for your spells.
|Evelyn taps the essence to|
cast Fire Both Bright & Sacred
Also, because each Lineage offers a character a few additional weapon choices Wizards are not limited to the traditional "staff and dagger" weapon restrictions - but nor are they martial masters by any stretch of the imagination.
Finally, and most importantly I think, to keep Wizards rare in The Hero's Journey 2e, a character must have an Insight of 15 to even qualify for the class. Few have the mental discipline to wield the arcane arts masterfully. A Bard may occasionally dabble in Apprentice-level spells, but only Wizards ever learn Journeyman or Master level spells. They are the true artisans of enchantment -- feared and awed, as they should be.
The Hero's Journey, Second Edition goes live on Kickstarter on January 7th, 2020. All art in this blog post is by Nic Giacondino and appears in the game's core rule book. Art is owned by Barrel Rider Games, Copyright 2019.